Vantus wrote:I'd rather see JKA's own animations brought into RPMod rather than have amateur and buggy animations brought in and feeling that we must accept them simply to be polite.
As stuck-up as it may sound, if a buggy animation is introduced because we feel bad for the amount of effort put in to make it, it will just never be used and will have been nothing but a big waste of time.
Okay, I guess it's my time to have a word at this, don't you think?
Well, several things need to be cleared up. First things first! I agree with Vantus on that place where he matches Aslyn's thoughts. Aslyn said, we're better with few good skinners than with tons of mediocre ones. From my point of view, that applies to everywhere. You can't make good maps without prior practice. Don't expect to code like Soh at the first try. Your first model will probably have very jagged animations due to basic weighting. It's just how it works. You practice, you take it further, you get better.
Now, having said that, I believe that my Zeltron child and my avatar/signature made you underestimate me, Vantus.
As for JK2 animations. Those could, in theory, be taken and fixed to be applied to jka. However, given there is not much to take from JK2 that isn't better at jka already, plus the fact that it ain't such an easy process, I think we got more luck by simply redoing the animations we desire. It's simpler and probably hands better results.
As for unexisting JKA animations... That's what I'm here for. That which isn't fundamentally needed but could prove a nice addition, I'll do it (...or am doing it as you read ...or did it already).
As for multiple humanoids. Let's be clear on one thing: there are no sp humanoids + one mp humanoid. To make it clearer and more specific, there is a general humanoid (the one we all know) and model-specific humanoids for sp. The purpose of those additional humanoids is to give the cutscene animations. Most of those animations that are not used in mp but are included in the main humanoid were probably included for any of these reasons: (1) Such animation was used outside of a cutscene or maybe in a middle cutscene (not for the start or the ending). (2) The level it was going to be used for had already 50 CINs occupied (such as kor2). That is why animations like /emconsole or the different standing positions were included, because they are shown outside of the cutscenes, in actual gameplay (regardless of it being sp).
As for treating sp animations. Yes, you *can* view them. More profoundly, you *can* take them, migrate them to mp, and modify them further, if you desire. To Zeak: the crossarms animation you were thinking of is already adapted and looks good. Even further, I have already checked the most important humanoids for animations to move to mp. I'll gradually reduce my current choices and modify the ones that are left, but I indeed found very interesting results in my endless search (you can guarantee I checked more than 75,000 frames, no skipping).
As for merging glas. Vantus, you *can* merge files. However, unless you learn how to use the tools to animate, you'll only fill valuable bytes if you simply merge two base humanoids together, as 80%-95% of the frames included in the non-general humanoid will not be used.
As for using different humanoids in mp. By default, you *can* use different humanoids, even those created and named by yourself, but in sp only. To allow it to reach mp, some coding is necessary to allow other humanoids to be loaded. It may be a little mess to get done, but in my opinion the posibility of making wider varieties of animations could enhance your immersion to rp in interesting ways. And I'm not talking about adding cutscenes here. I'm thinking farther, of a few things I would modify for a separate humanoid... But that's a theme I'd rather discuss with Soh privately.
As to rpmod compatibility with basejka when adding new animations. I believe compatibility might (but just might) indeed be affected if we ever add support for different humanoids. However, you do *not* need new humanoids to have new animations, and having new animations does *not* add further incompatibility... at least not more than what we have already (we do have custom animations already, if you didn't know. But, they're just... simple small additions for ledgegrab, taken from OJP).
Now... This has been a long talk, hasn't it? I think all this chatter that you had to endure deserves a small prize. Well, since I don't want you to download large files, I decided to create a low-quality .gif image to show you one of the most desired animations... /embattlemeditate. Keep in mind that the low quality and small image size don't show it in all its beauty. But still, I believe this is a fair enough sneak peek to keep you all entertained for the time being...

Oh, and by the way, this animation above isn't even close to the best ones I've done for you so far.